Male Psionic Path of War Monk
NG Medium Humanoid Perception +26
Lvl: 12 XP
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DEFENSE
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AC29, touch 29, flat footed 25..(+9 Wis, +3Dex, +3 Stance of Inner Eye, +1 deflection, +2 Monk, +1 dodge)
CMD 21
HP192 (178 Class & Con+ 14 Psionic Body)
Fort+17, Ref+22, Will+26 saves include abil mod + 3 insight to Wis and Fort, +9 insight to Ref, +3 resistance
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OFFENSE
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Speed50 ft..... 30+20(Monks Robe)
MeleeUnarmed Strike with Stance of the Inner Eye +24/+19 (1d10 +1d6+16/19-20/x2 B,P,S)[+9BAB, +9 WIS, +3 Stance, +3MindBlade] [Damage: 1d10 unarmed strike, +1d6 +3Stance, +9WIS, +3Mindblade, +1Psionic Fist]
with Flurry +22/+22/+17 (1d10 +1d6+16/19-20/x2 B,P,S)
Ranged Psychokinetic Discharge +7 (1d6+15/19-20/x2 B,P,S/10 ft max range 10 increments)
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STATISTICS
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Str13,Dex17,Con22,Int10,Wis29, Cha 10 racial +2 Con & Wis +3Wis from char lvl 12
Base Atk+9 ; CMB+18;CMD21
Feats Chosen see feat section
Skills see skills section
Traits, Wisdom in the Flesh (Disable Device),Psionic Knack
Languages Common
Combat Gear unarmed strikes
Mundane Equipment Tent, Blanket, Kit Gear maintenance, Kit Grooming, Kit Monks, Kit Deluxe Dungeoneering
Encumbrance 7lbs vs light load of 27lbs
Coin 3,500
1 Handy Haversack 2,000.00 Back
20 Days Trail Rations 0.50 HH
1 Headband of Inspired Wisdom +6 36,000.00 HeadBand
1 Belt of Physical Might +2 Dex and Con 10,000.00 Waist
1 Synaptic Mask 9,000.00 Head
1 Cloak of Resistance +3 9,000.00 Shoulders
1 Sleeves of Many Garments 200.00
1 Travelers Any Tool 250.00
1 Ioun Torch Heightened to 4th lvl 100.00
1 Gloves of Reconnaissance 2,000.00 Hands
1 Wayfinder Standard 500.00 slotless
1 Ioun Stone Clear Spindle 4,000.00 slotless
1 Pearly White Spindle Cracked (regen 1hp/hr) 3,400.00 wayfinder
1 Ring of Protection +1 2,000.00
1 Masterwork Thieves Tools 200.00
1 Tools Thieves Extenders 70.00
1 Quick Runners Shirt 1,000.00 chest
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Pending GM approval:
1 Meld Stone of the Nimble Trickster (custom adding +6 Disable Device and to allow Disable Device on magic traps) to the Normal +8 Acro, +6 Escape and Stealth 4,040.00 in Synaptic Mask
1 Robe Monks(custom add monks fast movement progression+4000 ) 17,000.00 Body ( add Feather Fall 2200 x 1.5) =20,300
1 Lens of Detection (custom Third Eye form, same price just cooler form) +5 Perc and Survival 3,500.00 Eyes
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Drawbacks none
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Racial Abilities
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Race Traits
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Aasimar Archon-Blooded: +2 Con & Wis, +2 racial bonus to Intimidate &Sense Motive, spell like ability Continual Flame 1/day
Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for humanwithout using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
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Special Abilities
Soulknife Warsoul and Deadly Fist Archetypes lvl 1
Empowered Strikes"At 1st level, the deadly fist can, as a move action, wreath his body in psionic energy distilled from his own mind. This energy lasts until the deadly fist chooses to dismiss it as a free action. When empowered strikes is active, the deadly fists's unarmed strikes deal 1d6 points of damage if Medium-sized (or your normal unarmed strike damage, if higher) and are considered to be magic weapons for the purposes of overcoming damage reduction. Adjust unarmed damage if the deadly fist is a size other than Medium.
This effect is similar to a mind blade, except the deadly fist cannot change the form of empowered strikes, although he can change the damage type of his attacks between bludgeoning, piercing, and slashing, just like a normal soulknife. This effect cannot be broken like a mind blade, and it is still considered to be unarmed attacks instead of a weapon."
Flurry of Fists Blade SkillWhen making unarmed attacks and making a full attack, the soulknife can make one additional attack at her highest attack bonus, but all attacks in the full attack suffer a -2 penalty to the attack roll. This extra attack does not stack with abilities that grant additional attacks, such as Two-Weapon Fighting, Flurry of Blows, or other such effects. The soulknife must have the Improved Unarmed Strike feat in order to select this blade skill.
Enhanced Strikes "The deadly fist's empowered strikes are improved like a standard soulknife's mind blade, except the enhancement bonus or weapon special abilities apply to the deadly fist's unarmed attacks, rather than to a weapon.
This replaces the Enhanced Mind Blade class feature, but counts as Enhanced Mind Blade for prerequisites or requirements."
Psychokinetic Discharge "A deadly fist of 1st level learns how to take the energy he has charged into his unarmed strikes and release it as a blast of energy at an opponent. As a ranged attack, the deadly fist can make an unarmed attack at an opponent. The attack deals damage as normal for the deadly fist's unarmed attacks.
The range increment of the attack is 10', but is considered to be a projectile instead of a thrown weapon, so the attack has a maximum range of 10 increments instead of 5. Whether or not the attack hits, the deadly fist's unarmed attacks are no longer empowered and he must take the normal time to empower them.
Path of War Maneuvers
See maneuvers section
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Monk Master of Many Styles lvl 1
Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.
This ability replaces flurry of blows.
AC Bonus
When unarmored and unencumbered, the monk adds hisWisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his fullStrength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damageinstead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damagewhile grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Stunning Fist
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk
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Stalker lvls 1-4
Maneuvers[/]
See maneuvers section
[b]Ki Pool
At 1st level, a stalker gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the stalker's ki pool is equal to 1/2 her stalker level + his Wisdom modifier (minimum of 1).
At 1st level, the stalker may spend 1 point of ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as an immediate action, as he uses his ki to feel out the vibrations of others and their hidden motives.
Deadly Strike +1d6
The stalker is capable of maximizing his deadliness whenever he lands a critical blow upon his opponent, opening his target up for future punishment as the stalker becomes attuned to his prey. The stalker's deadly strike activates whenever the stalker scores a successful critical hit against a target, and is active against that target for a number of rounds equal to his Wisdom modifier. Deadly strike inflicts extra damage, to only this target creature, on all of the stalker's attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter. When the stalker scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If the stalker scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30-ft.. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10's. Damage multipliers higher than x4 use d10's for deadly strikes damage.
Deadly strike may not be used with weapons that inflict non-lethal damage. The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Creatures immune to critical hits or precision damage cannot be targeted by a deadly strike. A stalker cannot deadly strike while attacking a creature who has concealment.
Combat Insight
At 2nd level, the keen senses and awareness of the stalker delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the stalker are unusually sharp.
At 2nd level, the stalker's combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The stalker may add his Wisdommodifier to his initiative score and to Reflex saving throws as an insight bonus.
At 4th level, the heightened perceptions of the stalker allow him to know when his prey could get the jump on him, granting him the uncanny dodge class feature (see rogue class for details).
Dodge Bonus
The stalker's heightened perception of danger allows him to defend himself from attacks as they are made against him, anticipating the attacks as they come. A stalker gains a +1 dodge bonus to his Armor Class at 2nd level, which improves by an additional +1 every four stalker levels thereafter. When recovering maneuvers as a full round action, the character may add hisWisdom modifier to his AC as an additional dodge bonus; his defensive precognition being heightened by centering his ki through maneuver recovery.
Stalker Arts
Combat Precognition (Su) The stalker designates his combat senses towards his opponents and gains momentary flashes of insight into how to defend himself against them. Spending one point of ki as an immediate actionforces opponents who attack the stalker to roll their attack rolls twice and take the worse of the two results due to the stalker's precognitive abilities. This art has a duration of 1 + the stalker's Wisdom modifier in rounds.
Evasion (Ex) A stalker can avoid damage from many area-effect attacks by channeling his ki into his reflexes. If a stalker makes a successful Reflexsaving throw against an attack that normally deals half damage on a successful Reflex save he instead takes no damage. Evasion can be used only if a stalker is wearing light armor or no armor. A helpless stalker does not gain the benefit of evasion.
Rogue Talent : Trap Spotter, Benefit: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
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Psychic Fist lvls 1-2
Monk Abilities
A psychic fist’s class levels stack with his monk levels for the purpose of determining his unarmed damage, bonuses to Armor Class, unarmored speed, and flurry of blows. His class levels do not apply to other monk abilities such as slow fall, ki strike abilities, and so on.
Manifesting
A psychic fist gains manifesting ability if he did not already have it. His power points per day, powers known, and maximum power level known are given onTable: The Psychic Fist. He chooses his powers from the Psychic warrior power list. To learn or manifest a power, he must have a Wisdom score of at least 10 + the power’s level, the save DCs for his powers are Wisdom-based, and he uses his Wisdom score to determine bonus power points.
Ki Power
Upon achieving 2nd level, a psychic fist adds 1/2 his psychic fist level to hismonk level to determine the number of points in his ki pool and the effect of his ki strike.
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Awakened Blade lvls 1-4
Maneuvers[/]
See maneuvers section
[b]Powers Known
At every level but 1st and 6th, an awakened blade gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of awakened blade to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly.
Situational Awareness
At 1st level, awakened blades open their minds to the myriad of potential futures that could lead to his victory in battle and to his continued defense. Similar in effect to the danger sense psionic power, the character adds half his class level (rounded down, minimum of +1) to his initiative rolls as an insight bonus. He may also add this bonus to his AC as a dodge bonus or Reflex saves to avoid traps and their attacks. This bonus stacks with bonuses gained from the trap sense class feature. At 3rd level, the character gains the benefits of the uncanny dodge ability. At 9th level, the character gains the improved uncanny dodge ability.
Deep Focus
The character gains the Deep Focus psionic feat as a bonus feat at 1st level.
Path of the Warrior
If the character possessed levels in thesoulknife base class, then the awakened blade counts all levels in this class as +1 to existing manifester level with regards to a soulknife's mind blade enhancement bonus.
Stance of the Inner Eye +3 to hit, dam ac, saves, CMB, +1d6 dam
At 2nd level, the awakened blade's precognitive abilities blend with his martial prowess to unlock an inner eye within his mind, all-seeing and hyper-aware of the dangers that surround him and ways to combat them. This inner sense allows the awakened blade to react to danger quickly, guide his attacks around the defenses of his enemies, and to land fierce blows as his mind traces out the myriad scenarios that could play out between himself and his foes. To enter this stance, as a swift action the awakened blade abandons a martial stance he is currently using. While in this stance, the character gains a +1 insight bonusfor every three initiator levels he possesses (minimum +1) to his AC, attack and damage rolls, CMB checks, and to all saving throws. If caught in a situation where the character would be denied his Dexterity bonus, these bonuses do not apply. The character inflicts an additional 1d6 points of damage while in this stance at 2nd level, and this damage bonus improves to 2d6 points of damage at 7th level. This bonus damage is precision based, and creatures not subject to critical hits are immune to this additional damage.
Bonus Psionic Feat
The awakened blade gains a bonus combat feat or psionic feat of his choice at 4th level. He gains an additional bonus combat feat or psionic feat of his choice at 8th level. The character must meet all prerequisites for this feat to select it.
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